Tynamo
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Tynamo — Type: Electric
Favored Skills: Covertness, Survival
Deficient Skill: Presence
Home Turf: Cave
Gifts: Placeholder
Initiative: 3
Movement: 5 Levitate
Size: Small
Traits
Physical Attacker: +3/4/5 Physical Damage.
Special Attacker: +3/4/5 Special Damage.
Defense Priority: Evasion > Resolve > Vigor
Basic Attacks: Physical Innate Melee
Roles
Switch Hitter | |
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An Offensive Role that prefers to alternate between melee and ranged attacks. |
Suppressor | |
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A Defensive Role that locks down an area and threatens foes that enter or leave it with ranged attacks. |
Lurker | |
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An Offensive Role which benefits from attacking while Hidden. |
Abilities
Levitation |
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Static |
Effect: While you aren't touching the ground, you resist all Ground-Type Damage one step further. As long as you are no more than 2 spaces above the ground, whenever you would become Prone, roll a Save Check. On a success, you are not Prone and may Disengage 1 as a Free Action. |
Moves
Starting Moves
Jolt Strike ✦ Electric Type | |
1 AP, At-Will ✦ Strike, Priority | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Electric Damage. |
Acid Spray ✦ Poison Type | |
2 AP, At-Will ✦ Strike | |
Targets: Line 4 ✦ vs Vigor | |
Hit: 2d6 Special Poison Damage. | |
Always: Targets lose all Armor against Special Damage for one full round. (Limited) | |
Boost: +1d6 Damage. Resisted Damage on a Miss. Ignore the Limited restriction on this Move's effects. |
Thunder Wave ✦ Electric Type | |
1 AP, At-Will ✦ Trick | |
Targets: Range 5, 1 Target ✦ vs Vigor | |
Hit: The target becomes Paralyzed (Save Ends). If the target is already Paralyzed, you may slide them 3 squares. |
Tier 1 Natural Moves
Coward's Bop ✦ Dark Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Dark Damage. Disengage 3 after resolving this attack. | |
Miss: Disengage 5 after resolving this attack. You may Hide as a Free Action if you meet all conditions to do so. | |
Boost: +2d6 Damage. Resisted Damage on a Miss. |
Shock Wave ✦ Electric Type | |
1 AP, At-Will ✦ Strike, Accurate | |
Targets: Range 4, 1 Target ✦ vs Evasion | |
Hit: 2d6 |
Headbutt ✦ Normal Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Normal Damage. | |
Critical or SE: The target is pushed 1 meter away and knocked prone. | |
Special: You may forfeit your Move action when you hit with this attack; if you do, the target is Flinched. |
Tier 1 Tutor Moves
Double Team ✦ Normal Type | |
Move Action, Scene x1 ✦ Maneuver, Buff | |
Targets: Self | |
Always: You gain two Charges of the After-Image Buff. For each Charge of this Buff you hold, you gain +2 Evasion. Whenever you're missed by an attack due to the Evasion granted by an After-Image, lose one Charge of the Buff. You may also spend one Charge of the After-Image Buff when making a Melee Attack to gain +1 Boon on the Accuracy Roll. |
Water Pulse ✦ Water Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Evasion | |
Hit: 2d6 Special Water Damage. | |
Critical or SE: The target is Confused (Save Ends). |